Cockatrice/libcockatrice_game/libcockatrice/game/game_state.h
BruebachL 5ea16c805f
[Server/Client/Protocol] Shuffle or reorder player seats before a game starts (#7398)
* [Protocol] Add shuffle players option and player order command/event

Adds a 'Shuffle players at start' option to game creation plus a local
player id on the game state so clients can reconcile seat changes, and a
SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023)
so the game host can set or randomize the seating order.

Took 6 minutes

* [Server] Shuffle and reorder player seats before a game starts

Auto-shuffles the seats at game start when enabled (now for games with
two or more players instead of three or more) and handles the new
SET_PLAYER_ORDER command so the game host or a moderator can reorder or
randomize the seats before the game starts. Re-seating re-keys the
player ids while keeping the per-user game/seat routing and persistent
player records in sync, then broadcasts the new order to everyone.

* [Client] Add shuffle players option and turn order dialog

Adds the 'Shuffle players at start' checkbox to game creation and a
host-only 'Set turn order...' action that opens a dialog to reorder or
randomize the seats before the game starts. Seating changes are shown in
the game's message log.

* [Client] Move the turn order dialog strings into retranslateUi

Follows the DlgInviteToGame convention so the dialog can be retranslated
instead of freezing its strings at construction time.

* [Server] Keep player ids stable across seat shuffles

* [Client] Lay out table and turn order dialog in seat order

* [Server] Send game-joined player list in seat order

* [Client] Reword the shuffle option to match its behaviour

* [Client] Address the seat-order review comments

- Give the game setup checkboxes a row of their own so they no longer
  collide in the create-game dialog
- Rename DlgTurnOrder::randomize() to isRandomizeRequested()
- Document what the ids in GameState::seatOrder mean
- Keep "Set turn order..." in sync with the game: hidden for non-hosts
  and once the game has started, re-shown when the game ends or hosting
  moves to the local player (new GameState::hostChanged signal)

* [Client] Do not preview a randomized turn order

Randomizing is a request to the server, not a local shuffle. Shuffling the
list locally meant the dialog showed an order the server then discarded, and
let the host re-open it until a favourable order appeared. The dialog now
switches to a mode that says the server will randomize and toggles back to the
manual list on request.

* [Client] Let moderators set the turn order

The server accepts SET_PLAYER_ORDER from the host or a moderator, but the
client hid the action from everyone except the host, making the moderator
branch unreachable. Visibility and the handler now share canSetTurnOrder().

* [Server] Rely on the player order event instead of a full state resend

cmdSetPlayerOrder re-sent the whole game state after reseating, so every
client reloaded its deck view mid-lobby for no reason. The new seating reaches
clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts.

* [Client] Show random turn order in the game selector

The restrictions column listed "open decklists" but not the new seating
option, so a joining player had no way to see that seats will be randomized
each game. Game info already shows the disabled checkbox.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 15:44:50 +01:00

169 lines
3.3 KiB
C++

/**
* @file game_state.h
* @ingroup GameLogic
*/
//! \todo Document this file.
#ifndef COCKATRICE_GAME_STATE_H
#define COCKATRICE_GAME_STATE_H
#include <QList>
#include <QObject>
#include <QString>
#include <qtmetamacros.h>
class AbstractGame;
class AbstractClient;
class QTimer;
class GameState : public QObject
{
Q_OBJECT
public:
explicit GameState(AbstractGame *parent,
int secondsElapsed,
int hostId,
bool isLocalGame,
QList<AbstractClient *> clients,
bool gameStateKnown,
bool resuming,
int currentPhase,
bool gameClosed);
void setHostId(int _hostId)
{
if (hostId == _hostId) {
return;
}
hostId = _hostId;
emit hostChanged(hostId);
}
QList<AbstractClient *> getClients() const
{
return clients;
}
bool getIsLocalGame() const
{
return isLocalGame;
}
bool isResuming() const
{
return resuming;
}
void setResuming(bool _resuming)
{
resuming = _resuming;
}
bool isGameStateKnown() const
{
return gameStateKnown;
}
int getCurrentPhase() const
{
return currentPhase;
}
void setCurrentPhase(int phase)
{
currentPhase = phase;
emit activePhaseChanged(phase);
}
void setActivePlayer(int activePlayerId)
{
activePlayer = activePlayerId;
emit activePlayerChanged(activePlayer);
}
int getActivePlayer() const
{
return activePlayer;
}
void setGameClosed(bool closed)
{
gameClosed = closed;
}
bool isGameClosed() const
{
return gameClosed;
}
void onStartedChanged(bool _started)
{
if (_started) {
emit gameStarted(_started);
} else {
emit gameStopped();
}
}
void setGameStateKnown(bool known)
{
gameStateKnown = known;
}
int getHostId() const
{
return hostId;
}
void setSeatOrder(const QList<int> &order)
{
if (seatOrder != order) {
seatOrder = order;
emit seatOrderChanged(seatOrder);
}
}
QList<int> getSeatOrder() const
{
return seatOrder;
}
int getSecondsElapsed() const
{
return secondsElapsed;
}
signals:
void updateTimeElapsedLabel(QString newTime);
void gameStarted(bool resuming);
void gameStopped();
void activePhaseChanged(int activePhase);
void activePlayerChanged(int playerId);
void hostChanged(int hostId);
void seatOrderChanged(const QList<int> &seatOrder);
public slots:
void incrementGameTime();
void setGameTime(int _secondsElapsed);
public:
static QString formatElapsedTime(int _secondsElapsed);
private:
QTimer *gameTimer;
int secondsElapsed;
int hostId;
const bool isLocalGame;
QList<AbstractClient *> clients;
bool gameStateKnown;
bool resuming;
int currentPhase;
int activePlayer;
bool gameClosed;
//! Player ids in seating (turn) order, first to play first. Empty until the
//! server sends an order, in which case players are laid out in id order.
QList<int> seatOrder;
};
#endif // COCKATRICE_GAME_STATE_H